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  1. #131
    Player Iagainsti's Avatar
    Join Date
    Apr 2014
    Location
    Ultimecia's Castle
    Posts
    1,309
    Character
    Iagainsti Kilamanjiro
    World
    Zalera
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Dimitrii View Post
    The spell interruption rate is fine as is imo but now that blm are allowed to cast more freely, sleep needs to be nerfed a little in duration. Whm + Blm combo becomes a problem with all the sleeps being tossed everywhere. Don't get me wrong the setup is still far from unbeatable but that's an insane amount of cc for an equally insane amount of duration.
    It was knocked down from 30 to 15 already, I don't know if you played the Den when it first dropped, but that was INSANE CC. Maybe I am bias bc I saw the nerf and am content with the difference now since I had to deal with the old version. I guess in my Feast experience, I haven't been slept for 15 seconds fully more than a handful of times(though I do love when a WHM doesn't notice I have Pushback up, and tries to FA/Repose combo me off a bridge, and in turn takes 600 damage and goes off the other side of the bridge xD #classic)
    (0)

  2. #132
    Player
    StouterTaru's Avatar
    Join Date
    Sep 2013
    Posts
    3,459
    Character
    Stouter Taru
    World
    Exodus
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Februs View Post
    I'm finding that a lot of people are having the same issue with sleep that we used to have with the Smn burst. Purify just does not keep up with a Whm/Blm combo if they know how to abuse their kits. You can be left vulnerable for a ridiculously long time, and you don't have the tools to keep ahead of it.
    You're not that vulnerable, seeing as how they are removed the second you take any damage.
    (0)

  3. #133
    Player Iagainsti's Avatar
    Join Date
    Apr 2014
    Location
    Ultimecia's Castle
    Posts
    1,309
    Character
    Iagainsti Kilamanjiro
    World
    Zalera
    Main Class
    Marauder Lv 60
    Quote Originally Posted by StouterTaru View Post
    You're not that vulnerable, seeing as how they are removed the second you take any damage.
    I believe the Ferb means Party vulnerability. When you take 1+ players out of the mix, it makes the remaining players vulnerable without the CC'd player(s) damage/heals/enfeebles being utilized.

    On the same note, That is the point of CC.
    (1)

  4. #134
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Iagainsti View Post
    I believe the Ferb means Party vulnerability. When you take 1+ players out of the mix, it makes the remaining players vulnerable without the CC'd player(s) damage/heals/enfeebles being utilized.

    On the same note, That is the point of CC.
    Exactly. When I'm on my pally, for example, and I get smacked with the sleep status, purify, then sleep again, I'm have to watch my team get their butts whooped around the map while I'm sitting on a primed Cover/DV/Testudo/Clemency/ or whatever. I'm just sitting there catching some z's while my team dies around me.I'm sure it's immensely satisfying for the enemy team, but it's brutally painful to be removed from the action for that long, especially knowing that you've already done anything you can possibly do to get back into the mix (not to mention the inevitable hail of cries for help and complaints over your inaction that almost inevitably follow said circumstances).

    You're right though. That is part of the CC. I definitely don't want to see it removed. I actually wouldn't necessarily want to see it reduced, either. My preferred solution would be balancing the tools provided by players to combat it (such as materia or items). Purify can only cover so much, so having an extra item or a slightly higher resistance would be nice. By no means essential, but nice. Hell, I'd even take a change that allowed your auto attacks to hit a teammate so that you could wake them up, albeit at a dmg penalty.
    (0)

  5. #135
    Player
    Dimitrii's Avatar
    Join Date
    Jul 2014
    Posts
    849
    Character
    Knives Stryfe
    World
    Diabolos
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Iagainsti View Post
    It was knocked down from 30 to 15 already
    Yes but the CC arsenal of both whm and blm is way too vast to allow for Potentially 25 seconds of sleeps if they have competent teammates who won't wake up the slept person and the person slept does not use purify or is not esuna'd. And once the resistance kicks in they can fall back on the binds and heavy until the 60 seconds wears. It's not as bad for me as I have elusive jump at least to cleanse that every once in a while but I imagine nin and monk are at the mercy of skilled cc people like this. And there's other glaring needs like removing that 30% dmg taken debuff and tri-disaster (though maybe not this so much anymore) to be saving purify exclusively for sleep. Meaning bind will almost always land full duration, unless someone attacks you, since no one purifies that.
    (2)

  6. #136
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Dimitrii View Post
    Yes but the CC arsenal of both whm and blm is way too vast to allow for Potentially 25 seconds of sleeps if they have competent teammates who won\\'t wake up the slept person and the person slept does not use purify or is not esuna\\'d. And once the resistance kicks in they can fall back on the binds and heavy until the 60 seconds wears. It\\'s not as bad for me as I have elusive jump at least to cleanse that every once in a while but I imagine nin and monk are at the mercy of skilles....
    Just to add on that the duration of the sleep/bind they have access to is far too long in relation to the new changes to interrupt. It\\'s far too easy to get off with how incredibly powerful it is.
    (1)

  7. #137
    Player
    AzureFlare's Avatar
    Join Date
    Apr 2015
    Posts
    178
    Character
    Lucille Lifeblossom
    World
    Cerberus
    Main Class
    Astrologian Lv 60
    I don't mind high threshold if you want to make it more fun for healers. But what I do mind is the amount of ways BLM/WHM can speed up their CC spells (Swift/Ley/PoM) on top of being able to hardcast now. It is a little too friendly for jobs already considered pubstompers.

    I wouldn't mind it as much if people here knew how to position themselves against BLM/WHM at all, though, but most of your solo teams force you to go hard in the open, right on top of Sacred Prism/Ley Lines while going all-out which is dumb anyway.
    (0)

  8. #138
    Player JzBen's Avatar
    Join Date
    Sep 2014
    Posts
    42
    Character
    Jz Ben
    World
    Ragnarok
    Main Class
    Miner Lv 61
    Quote Originally Posted by StouterTaru View Post
    You're not that vulnerable, seeing as how they are removed the second you take any damage.
    I forgot good teams play like idiots, thanks for the reminder. Balancing should never be around solo Q/the lowest skill level of play. In premade, PLD/WHM/BLM/X comps are Zzzzzzzzzzzzzzzz now, quite literally.
    (0)

  9. #139
    Player
    Mendalas's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    198
    Character
    Mendalas Dragoonai
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Exira View Post
    So is this where we are at? We ignore implications/balance as long as we get more new people playing? Seems like a strange mentality for the health of competitive feast
    Oh cmon... having spells interrupted EVERY ATTACK was beyond ridiculous... I'm not saying that it is completely balanced now, but I'm saying that the idea of being interrupting by every single auto attack or ability was just plain stupid.

    I will tell you this, I stopped pvp'ing solely because of the interruption a LONG time ago as a healer main. I freaking hated it. It pretty much told every tank/dps to sit on healers the whole fight. Now they actually have to interrupt using a stun or some kind of cc which fosters more skillfull play imo.

    This change allowed me to try pvp again and I am LOVING IT. So if their goal was to attract more people to pvp, then it was a great success for myself and likely many others.
    (4)
    Last edited by Mendalas; 03-23-2016 at 01:47 AM.

  10. #140
    Player
    Mendalas's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    198
    Character
    Mendalas Dragoonai
    World
    Balmung
    Main Class
    Astrologian Lv 100
    It's just gonna take some small adjustments and a bit of time for people to learn how to play around the changes. But I think they are for the better. I'll be the immortal AST destroying you guys in ranked
    (0)

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